Evan MacMillan

There is a vast monster of a man with a hideous grin torn across the mask that keeps stalking my every move. Similar to a hunter, he tracks us, priming devastating traps amongst the greenery. Extreme vigilance and a light step is essential in avoiding the blood-curdling clench of a bear trap or the clutches of what I've taken to calling "The Miserable Smiling Killer". I have but many times managed to get caught in one of these traps. I have nothing but a fear for the feeling of blunt trap spikes grinding against my bones or for the heavy and deliberate footsteps which always inevitably reveal a plastered, sadistic grin. With the traps and the Trapper, it has so far been a constant battle between looking up and looking down.

Contents

Background

Evan MacMillan idolized his father. It wasn’t just that he was heir to Archie MacMillan's great fortune: it was the way he ran the estate. Despite a friendly demeanour and respectable hospitality towards guests, his father was a businessman first and foremost. He held a tight ship with a strict attitude towards the servants and staff at the MacMillan Estate, often working them long and hard for little pay. And Evan admired that. Raised and worked himself under such merciless principles, Evan had taken to running the workforce with an iron hand. Production was always high due to the innumerable cascading crevices studded with precious gold and minerals underneath the property.

Over time, Evan assumed more responsibility for the mining operations than even his father. Work hours increased and pay decreased even further under the new leadership. As time passed and the MacMillan's fortune climbed to record heights, Archie MacMillan’s mental health faded away in the background. A once loyal and neighbourly man became near-bedridden, so frail he was often not seen at the mine for days. Evan spent innumerable hours and riches on various ointments and tinctures said to have the ability to cure such an ailment.

After months of trying without success, Evan became infuriated with his father's inability to contribute to the growth of the estate. In his mind, he applied the same icy logic he did against workers; those who cannot carry their own weight don't deserve the weight they carry. Evan, under his own command, assumed complete responsibility for feeding his father, firing or 'making disappear' the servants who usually tended to him. Archie's visits to the mine became less and less frequent, his eyes sunken in and his skinny arms hanging limply at his sides as though he wasn't eating. As though he couldn't, he never spoke to anyone who wasn't Evan. Eventually the outside world stopped seeing Archie altogether and some wondered if he had passed away.

When Evan MacMillan finally completely snapped, he assumed credibility for what would become known as the worst mass murder in modern history. They could never prove that Evan was responsible for the detonation of explosives that would collapse and trap over a hundred of the MacMillan employees in deep mine shafts, sealing them to their fate. Nor could they prove the suspicious circumstances of several of the neighbouring residents' deaths, most known for being close friends with Archie.

The tale of the MacMillan Estate is a tale of wealth and power gone very wrong. How many victims total fell to the hands of Evan MacMillan is unknown. No record of what became of him was ever made. His father is another unsolved puzzle, found trapped in the locked basement of his own warehouse - starved and abandoned.

Trapper's Perks

These are perks which start off only appearing in The Trapper's Bloodweb. After achieving level 30, teachable versions of these perks can be found:

Unnerving Presence - level 30

Brutal Strength - level 35

Agitation - level 40

If obtained other Killers are able to find the Trapper's perks in their Bloodwebs from that point on.

The Trapper is focused on physical attributes and making use of strength and fear.

Bear Trap

The Bear Trap is the secondary weapon of the Trapper: Bear traps are found lying around the map. They can be picked up and set down mostly anywhere. Traps are not armed until picked up and placed. The Trapper starts the game with a single trap in his hands, and can only carry one at a time unless using the Trapper Bag or Stitched Bag Add-ons.

After pressing alternate attack, the Trapper bends down and sets the trap, looking directly downwards allowing nearby survivors to run around him unseen. If a survivor walks over an armed trap however, the trap will spring and catch one of their legs, where upon they will be trapped in place until either they manage to free themselves, a fellow survivor comes to free them, or the Trapper returns to hoist them onto his shoulder. A trapped survivor will make a lot of noise, alerting the Trapper, and be visible to the Trapper through walls. The traps also possess an aura that can be seen by the trapper at all times, and from all ranges. This is useful for identifying which traps have not yet been set as well as traps that have been disarmed. Should the Trapper walk within the hitbox of one of his traps, he will reach down to free himself, but the trap will remain in the set position and no effect is imbued upon the Killer.

It is very common for experienced Trappers to put bear traps in hard-to-identify locations such as tall grass, around a corner, or on one side of a window in order for survivors to trigger them without being previously alerted to their position.

Trap Trivia

A Survivor's chance of freeing themselves from a Trap is 25% while each attempt takes 1.5 seconds. This chance can be increased with the use of Perks and Offerings that affect the Luck Mechanic.

The Bear Trap can be darkened by using the Logwood Dye or the Tar Bottle Add-ons. Darkening them will make them much more difficult to spot for Survivors and allow you to set traps in open locations as well, though that is usually not advised as most Survivors will see them:

Available DLC

Unavailable DLC

Trivia

The Trapper was the only playable Killer during the BETA.

The Trapper's Alpha name was "Chuckles".

In in-game files, it is misspelt as "Checkles".

The Trapper might be based on Jason Voorhees, as both characters are large and muscular men, both wear a mask, both wield a simple yet crude bladed weapon, and both are fiercely loyal to one of their parents (Jason with his mother, Evan with his father). Also, Jason has been known to use bear traps from time to time, while the Trapper uses them as a staple of his attack style.

The Trapper's mask appears to be a reference to The Babyface Killer from the movie The Hills Run Red, as both are cracked and resemble a human face.

Just before The Trapper swings his weapon, a "shing" noise can be heard as he lifts the blade, alike The Nurse.

When a Survivor gets caught in a Bear Trap and escapes, the Trap will open up to let them out and then snap shut. If the Trapper is caught in his own Trap, he will reset it instead.

In the game files, there are some renderings of the Trapper without his mask. According to these images, he's one of 6 Killers without glowing eyes (the others being The Nurse, The Shape, The Hag, The Huntress and The Cannibal). He is also bald.

Tips

You start with one trap in your inventory, you must gather and manually set the other traps yourself.

You can carry more than one trap with the Trapper's Bag add-on.

You can be caught in your own traps and, if you are carrying a survivor, you drop them.

Being caught in your own trap will not cause harm, but will cause the Trapper to bend over, secluding his field of view, and spend about three seconds reopening the trap.

A widely used tactic is to set a trap slightly in front of a hooked survivor. This ensures that a survivor that attempts to save them might get caught in the trap if not careful.

A good place to put a trap is in front of a pallet. Putting it on the side rather than in the middle insures that if a survivor tries to bring one down by moving to the other side, they will get caught, as well as having a 50% chance of catching survivors that don't move to the other side and simply bring it down.

Traps are near invisible in grass.

Traps are a bright yellow, and can stand out on the ground, but may blend in on certain structures.

A very commonly used strategy is to hook a player in the basement, and saturate any entry/exit points (pallets, windows,) with traps. This works especially well if the basement is in the Killer's Shack.

Tools

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